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Handling Multiplayer Sounds

0 votes
I've been trying to figure out some things regarding using Wwise. I am working on an indie project that is an 8 player vehicle combat game. We have 4 different kinds of vehicles. Each vehicle has a unique set of sounds. Sometimes there will be multiple versions of each vehicle in the game. The problem we are facing, is that the RTPC's that are controlling one vehicles engine pitch, also are controlling another. And also, if 2 of the same vehicle are in the game, then both of the engines play on top of each vehicle. The only way we've found to remedy this, is to make 8 versions of each vehicle, with unique RTPCs and busses. Is there an easier way to do that? It seems so tedious to have so many versions of everything.

If you have any advice for us it would help a ton. Thanks for your time.

asked Jun 19, 2018 in General Discussion by Steven H. (100 points)

1 Answer

0 votes
Hello, I think that you are changing parameter globally (for all Game Objects), you have to set it for each car separately (third parameter in SetRTPCValue function).


Hope it will help you.


answered Jun 21, 2018 by Radek Karnik (780 points)
Multiplayer vehicle sounds
Hi Radek,

I was looking at your answer to this question and wanted to ask if you could expand?

I have the same issue, each time a vehicle is spawned it takes control of the RTCP (RPM) over all other vehicles so I suspect it is doing what you have answered above.

My question is (sorry if its a stupid one) how do I set it for each car separately? my current line of code is -   AkSoundEngine.SetRTPCValue("RPM",engineRPM);

Many thanks